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Recommended N64 plugins

6,582 bytes removed, 19:11, 31 October 2021
Continue filling in table. Added the ancient glN64 plugin only because the ParaLLEl-N64 libretro core still retains it
{{Infobox console|title = Nintendo Game Boy Advance|logo = gbagba.png|developer = [[:Nintendo]]|type = [[:Category:Handheld consoles|Handheld game console]]|generation = [[:Category:Sixth-generation video game consoles|Sixth generation]]|release = 2001|discontinued = 2010|predecessor = [[Game Boy/Game Boy Color emulators|Game Boy Color]]|successor = [[Nintendo DS emulators|Nintendo DS]]|emulated = {{✓Outdated}}}}The '''[[wikipedia:Game_Boy_Advance|Game Boy Advance]]''' (often shortened to GBA) is a 32-bit handheld video game console developed by Nintendo. It is the successor to the Game Boy Color. It was released in Japan on March 21, 2001; in North America on June 11, 2001; in Australia and Europe on June 22, 2001. It has a ARM7TDMI CPU at 16.78 MHz and a Zilog Z80 CPU at 8 MHz and 4 MHz. It has 288KB of RAM and 96KB of VRAM.
==Emulators=={| class="wikitable" style="text-align:center;"|-! scope="col"|Name! scope="col"|Platform(s)! scope="col"|Latest Version! scope="col"|GB/GBC! scope="col"|NDS! scope="col"|Game Link Support! scope="col"|e-Reader! scope="col"|[[libretro|Libretro Core]]! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>! scope="col"|Active! scope="col"|[[Recommended Emulators|Recommended]]|-!colspan="13"|PC /x86|-|[[mGBA]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[https://mgba.io/downloads.html {{MGBAVer}}]|{{✓}} ||{{✓}}<ref group=N name=medusa>Experimental separate build under the name of [[mGBA#medusa|medusa]].</ref> ||{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}} ||{{✓}}|-|[[higan]]|align=left|{{Icon|Windows|Linux|macOS}}|[http://byuu.org/The N64 emulation/higan {{higanVer}}]|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||? ||{{✓}} ||{{✓}} ||{{✓}}|-|[[VisualBoy Advance#VBA-M|VBA-M]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[https://github.com/visualboyadvance-m/visualboyadvance-m/releases {{VBAMVer}}]|{{✓}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}} ||{{✓}}|-|[[ares]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://github.com/ares-emulator/ares/releases {{aresVer}}]|{{✓}}||{{✗}}||?||?||{{✗}}||?||{{✓}}||{{✓}}||?|-|iDeaS|align=left|{{Icon|Windows|Linux}}|[https://web.archive.org/web/20150311100053/http://ciacin.site90.com/ideas.php 1.0.4.0]|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||? ||{{✗}} ||{{✗}} ||{{✗}}|-|[[GBE+]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://github.com/shonumi/gbe-plus {{GBEVer}}]|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||? ||{{✓}} ||{{✓}} ||{{✗}}|-|[https://fms.komkon.org/VGBA VGBA]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[https://fms.komkon.org/VGBA {{VGBAVer}}]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||? ||{{✗}} ||{{✓}} ||{{✗}}|-|[[MAME]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[http://www.mamedev.org/release.html {{MAMEVer}}]|{{✓}} ||{{✗}} ||? ||{{✗}} ||{{✓}} ||Cycle ||{{✓}} ||{{✓}} ||{{✗}}|-|Meteor|align=left|{{Icon|Linux}}|[https://github.com/blastrock/meteor 1.4.2]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||Low-Mid ||{{✓}} ||{{✗}} ||{{✗}}|-|NanoboyAdvance|align=left|{{Icon|Windows|Linux}}|[https://github.com/fleroviux/NanoboyAdvance git]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||Low ||{{✓}} ||{{✓}} ||{{✗}}|-|[[No$|No$GBA]]|align=left|{{Icon|Windows|DOS}}|[http://problemkaputt.de/gba.htm {{No$GBAVer}}]|{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✓}} ||{{✗}}|-|BoyCottAdvance|align=left|{{Icon|Windows|Linux|macOS}}|[http://boycottadvance.emuunlim.org/Downloads.htm 0.2.8]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{✗}} ||{{✗}} ||{{✗}}|-|PlayBoy Advance|align=left|{{Icon|macOS}}|[https://www.zophar.net/macintosh/gba/playboy-advance.html 1.0]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{✗}} ||{{✗}} ||{{✗}}|-|[[AloneGBA]]|align=left|{{Icon|Windows}}|[https://standalones.dev 1.0.2]|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||Mid ||{{✗}} ||{{✓}} ||?|-!colspan="13"|Mobile / ARM|-|[[mGBA]]|align=left|{{Icon|iOS|Linux|Pandora}}|[https://mgba.io/downloads.html {{MGBAVer}}]|{{✓}} ||{{✓}}<ref group=N name=medusa /> ||{{✓}} ||{{✗}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}} ||{{✓}}|-|[http://www.explusalpha.com/ GBA.emu]<br/><small>(VBA-M r1097 based)</small>|align=left|{{Icon|Android|Pyra}}|[https://play.google.com/store/apps/details?id=com.explusalpha.GbaEmu 1.5.54][https://github.com/Rakashazi/emu-ex-plus-alpha git]</br>[https://pyra-handheld.com/repo/apps/75 1.5.46.01 Pyra]|{{✗}} ||{{✗}} ||? ||{{✗}} ||{{✗}} ||High-Mid ||{{✓}} ||{{✓}} ||{{✓}}|-|[http://allaboutwindowsphone.com/software/content/VBA8_1.php VBA8]|align=left|{{Icon|W8P}}|[https://www.appx4fun.com/xap/15223/ 2.27]|{{✓}} ||{{✗}} ||{{✓}} ||{{✗}} ||? ||Low-Mid ||{{✓}} ||{{✗}} ||{{✓}}|-|[https://forums.windowscentral.com/app-spotlight/252987-trio-nintendo-emulators-vba8-vgbc8-snes8x.html VBA10]|align=left|{{Icon|W10P}}|[https://forum.xda-developers.com/windows-10-mobile/windows-10-mobile-apps-and-games/app-vba10-emulator-t3588704 1.22]<br/>[https://emulator.games/emulators/gameboy-advance/vba10/ Alt]|{{✓}} ||{{✗}} ||{{✓}} ||{{✗}} ||? ||Mid ||{{✓}} ||{{✗}} ||{{✓}}|-|[[gpSP]]|align=left|{{Icon|Pandora|Didj}}|[http://repo.openpandora.org/?page=detail&app=package.gpsp.notaz 0.9.2.8 Pandora]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||Mid ||{{✓}} ||{{✗}} ||{{✓}}|-|[[VisualBoy Advance#VBA-M|VBA-M]]<ref group=N name=libretro>Only available on mobile scene had previously been described as a libretro core (e.g. [[RetroArch]]).</ref>|align=left|{{Icon|Android|iOS|Linux|Pandora}}|[https://github.com/visualboyadvance-m/visualboyadvance-m 2.1.4]|{{✓}} ||{{✗}} ||{{✓}} ||? ||{{✓}} ||? ||{{✓}} ||{{✓}} ||{{✗}}|-|[https://sites.google.com/site/fastemulator/ My Boy!]|align=left|{{Icon|Android}}|[https://play.google.com/store/apps/details?id=com.fastemulator.gba 1.8.0]|{{✓}}<ref group=N name=myoldboy>Separate paid app called My OldBoy!.</ref> ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||Mid ||{{✗}} ||{{✓}} ||{{✗}}|-|GBA4iOS|align=left|{{Icon|iOS}}|[https://iemulators.com/gba4ios 2.1]|{{✓}} ||{{✗}} ||{{~}} ||{{✗}} ||{{✗}} ||High ||{{✓}} ||{{✗}} ||{{✗}}|-!colspan="13"|Consoles|-|[[mGBA]]|align=left|{{Icon|Wii|Switch}}<br>{{Icon|3DS|PSV}}|[https://mgba.io/downloads.html {{MGBAVer}}]|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}} ||{{✓}}|-|[https://www.gc-forever.com/wiki/index.php?title=Enhanced_mGBA emGBA]|align=left|{{Icon|GCN|Wii}}|[https://files.extremscorner.org/gamecube/apps/mgba/latest git]|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}} ||{{✗}}|-|[[gpSP#PSP_version|TempGBA4PSP]]|align=left|{{Icon|PSP}}|[http://www.mediafire.com/download/41ny5xrwxizalx4/TempGBA4PSP-26750221.zip 26750221]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||Mid ||{{✓}} ||{{✗}} ||{{✓}}|-|[[VisualBoy Advance#VBA-GX|VBA GX]]|align=left|{{Icon|GCN|Wii}}|[https://github.com/dborth/vbagx/releases git]|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<ref group=N>As VBA-Next.</ref> ||Mid ||{{✓}} ||{{✓}} ||{{✗}}|-|[[gpSP]]|align=left|{{Icon|PSP}}|0.91|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||Mid ||{{✓}} ||{{✗}} ||{{✗}}|-|[[GBARunner2]]|align=left|{{Icon|NDS|3DS}}|?|{{✗}} ||{{✗}} ||{{~}} ||{{✗}} ||{{✗}} ||Low-High ||{{✓}} ||{{✓}} ||?|-|Gbaemu4DS|align=left|{{Icon|NDS}}|[https://ichfly.github.io/gbaemu4DS Alpha 2 fix 4][https://github.com/ichfly/gbaemu4DS git]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{✓}} ||{{✗}} ||{{✗}}|-|[[gpSP|UO gpSP Kai]]|align=left|{{Icon|PSP}}|3.4 test 4 build 230|? ||? ||? ||? ||? ||? ||? ||? ||?|-|[[Virtual Console]]|align=left|{{Icon|3DS|WiiU}}|8.10|{{✓}} <small>(Nintendo 3DS only)<small> ||{{✓}} <small>(Wii U only)<small> ||{{✓}} <small>(Pokemon only)</small> ||{{✗}} ||{{✗}} ||? ||{{✗}} ||{{✓}} ||{{✓}}|}<references group=N /> ===Comparisons===;[[mGBA]]:Aims for accuracybroken mess, speed, and features. For its accuracy, it's gradually becoming the best at that. It's actively developed and has features VBA-M lacks such as a Tilt Sensor, and more recently Game Boy Camera support. It currently does not have an official Android build.;[[VisualBoy Advance|Visual Boy Advance (VBA)]]:The original GBA emulator. Discovered to have an <abbr title="Arbitrary Code Execution">ACE</abbr> vulnerability detailed below.:;[[VisualBoy Advance#VBA-M|Visual Boy Advance-M (VBA-M)]]:A fork with additional improvements. It is behind in terms of accuracy and performance compared to mGBA.::;VBA-Next:A [[RetroArch]] fork from an older revision very definition of VBA-M with added speedhacks and tweaks, making it useful for lower-end devicesplugin hell. A bit less accurate With recent developments in some respects, but fixes a few games such as Advance Wars 2.;[[gpSP]]:Its last official version was 0.91. There arethe scene, however, two forks of interest: [http://dl.qj.net/psp/emulators/gpsp-mod-20090720.html gpSPmod]the situation has markedly improved, and [http://filetrip.net/psp-downloads/homebrew/download-gpsp-j-12-06-16-f29570.htmlgpSP-J gpSP-J]. gpSP-J has superior compatibility, while gpSPmod has more options for customization (full screen, cheats, etc). Both are superior to Kai.;[[higan]]:Its GBA core is cycle-accurate as of v095, but it is behind in terms of performance compared no longer considered necessary to mGBA and VBA-M.;[[MAME]]:Has a <code>gba</code> driver markup as working but both graphics and sound are "imperfect". '''NOTE:''' There's a ''huge'' <abbr title="Arbitrary Code Execution">ACE</abbr> vulnerability affecting VBA have multiple emulators and plugins on hand to get most of its forks, except for VBA-Mgames to work. The function for adding GameShark codes ("Import > Gameshark code file") doesn't check if This page will outline the file's size is within 1024 kilobits, meaning cheat code files from dubious sources can be engineered with malware in mind. There is good news; VBA-M still doesn't do a sanity check best plugins currently available for those files, but it just crashes instead of letting the code wreak havoc. So, depending on your use case, avoid using:# Cheat code files bigger than 1024Kb that you got online from untrustworthy sources.# The import code files feature.# The old emulator altogether, and settle for other options like mGBA or VBA-M. All benefit of them support both the same SRAM save data the cartridge uses. '''List of recommended GBA emulators for Android:'''* [https://www.androidauthority.com/best-game-boy-emulators-for-android-368530/ 10 best Game Boy Advanced, Game Boy Color, casual and Game Boy emulators for Android] (SEPTEMBER 2, 2018. Includes some emulators not found in above charts. Reviews may be subjective.) ==Emulation issues== ===Oversaturation===[[File:1406913527173-1-.png|400px|thumb|right|'''Left:''' The default game.<br/>'''Right:''' The "Gameboy Colors" mode on [[VisualBoy Advance#VBA-M|VBA-M]].]]The screen on the original Game Boy Advance is not backlit and can be hard enthusiast looking to see in some conditions. To compensate, game developers often used oversaturated colors by default so that the result would look normal on hardware. On standard computer screens, saturation is not an issue so this can look jarring and undesirable for gameplay. Some games made after 2003 may have also taken the Game Boy Advance SP <abbr title="AGS-001">model</abbr> into account since its screen was actually <abbr title="A newer model, AGS-101, was released in 2005 that was actually backlit">frontlit</abbr>get their N64 emulation fix. For everything else though, emudevs have given some solutions: ====Emulator Options===='''No$GBA:''' Under "Emulation Options", select "GBA Mode". There are four modes. * '''GBA (no backlight):''' Strong desaturation* '''GBA SP (backlight):''' Strong desaturation* '''Nintendo DS in GBA mode:''' Some desaturation* '''VGA Mode (poppy bright):''' No desaturation
'''mGBA:''' Under Tools > Settings > Shaders==The Plugin Specs==To understand the current plugin situation, you will find three customizable '''Desaturation''' parametersand why there are several competing emulators that all appear to use the same plugins but said plugins are not compatible across emulators, a bit of history is in order.
'''VBAHistorically, the majority of N64 emulators all shared the same plugin spec (known as the zilmar spec, after the creator of Project64, the first emulator to use it), and could therefore all use the same plugins, meaning you could take a plugin DLL file, use it on one emulator, then take that DLL and use it on another, and it would also work there. Of these, the big three emulators were Project64, 1964 and Mupen64. Each had advantages and disadvantages, and some games worked well in one only to not work in another, even when using the same plugin configuration. This necessitated having all of these emulators and sometimes even older or modified versions of them, along with a great many plugins, to be able to play most of the N64 library with the least amount of issues possible -M:''' though admittedly a good amount of games (nightly onlyparticularly the most popular ones)were playable with just the best few of them. To illustrate the point, [http: Under Options > Game Boy Advance//bhemuhelp.unaux.com/n64mgcl/N64ConfigList.html here] is a site that, as late as 2012, you will find was dedicated to documenting the optionexact emulator, plugin and settings combination necessary to get each and every game to at least a playable state, '''LCD Filter'''if at all possible.
However, as time went on, things began to change, slowly at first. 1964'''higan:''' Under Settings > Video Filters development eventually ceased, and it completely fell off the radar. Mupen64 was forked into Mupen64Plus and developed its own plugin spec that was incompatible with the older zilmar spec, making it unable to use existing plugins unless they were specifically ported to it. This left only Project64 as the only relevant and active emulator still using the zilmar spec. For some time, then, you will find this left the "Color Emulation" checkboxfledgling Mupen64Plus missing out on most cutting-edge plugin development, as most people were still using Project64.
* '''Color Emulation offA semblance of parity began to come about as a result of several major developments:''' No desaturation* '''Color Emulation first, Mupen64Plus itself was forked by the libretro team, which made many improvements to the core emulator, and integrated its plugins into the core itself. Second, gonetz, the developer of Glide64, unveiled his newest plugin, GLideN64, which would officially support both the zilmar and Mupen64Plus specs from the beginning. Third, the Angrylion plugin, which is the most accurate and compatible (and slowest) plugin there is, began to be ported both for use with standard Mupen64Plus and the libretro fork. Finally, Themaister, one of the creators of libretro and RetroArch, began developing a unique plugin initially exclusive to libretro known as ParaLLEl-RDP, essentially Angrylion running on:''' Gamma correction the GPU through Vulkan compute shaders, enabling near-perfect N64 graphics emulation at actually playable speeds. Add to this the fact that most PCs and many mobile devices are now more than capable enough of running the most advanced plugins, and adjusted color rangethe plugin situation, once considered a labyrinth, has been greatly simplified to just needing a few for the vast majority of use cases.
====Shaders====Cg [[Shaders and Filters|shaders]] can be used in [[OpenEmu]] or [[RetroArch]] All that adjust said, the colors issue is that there are now three plugin standards to those of a real GBA screen, as well as other screen types. These are available in GLSL<ref name="GLSL">https://github.com/libretro/glsl-shaders/tree/master/handheld/shaders/color</ref> account for OpenGL, and Slang<ref name="Slang">https://github.com/libretro/slang-shaders/tree/master/handheld/shaders/color</ref> for Vulkan.
For GBA, there is <code>gba*The zilmar spec -color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/gba-color.cg</ref>, which simulates the color profile of a GBA screen under an external light source more accurately than VBA-M or No$GBA color options. If you prefer the darker color options that those Utilized by Project64 and most other legacy emulators have, then use <code>vba-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/vba-color.cg</ref> instead; only Project64 still uses it today.
There is also <code>nds*The Mupen64Plus spec -color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/nds-color.cg</ref> Utilized by Mupen64Plus and <code>psp-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/psp-color.cg</ref>, which simulates the color profiles most of the original Nintendo DS frontlit screen and the PSP-1000/PSP-2000 backlit screen, respectivelyits forks.
===Horrible Sound Quality===As *The libretro spec - Not really a handheld rushed to the market (because of the WonderSwan Color competition)spec per se, as the Game Boy Advance had some cut corners. The sound hardware was affected the hardest: while it could play Game Boy Color sound in addition to samples and sequenced music like what would be heard on plugins are integrated directly into the SNEScore, the actual sound playback quality is awful compared so there's no DLL files to the actual higher quality sound samples stored internally in the ROMdownload or add.
There were [https://www.romhacking.net/utilities/881/ tools] made to extract the internal high-quality music (as midi files plus a sound fontAs of right now, to be played not all plugins are readily available on foobar2000), however, interest remains limited in implementing its playback in real-time on emulatorsall three. It's worth noting it exists as a very experimental feature on [[mGBA]] (nightly versions) under Enhancements as "XQ GBA Audio", but very buggy and still limited to games using Consult the standard sound engine, the so-called "Sappy" engine, which is still a big part of the GBA's software library.table below for reference:
===High Resolution Affine Transformation Graphical Effects===
Similar to the scaling effects used on the Super NES known commonly as "Mode 7" graphics, the Game Boy Advance has affine transformation effects for some backgrounds and individual sprites that can be done in hardware. Due to the GBA's lower resolution, some detail may be lost.
 
The [[mGBA]] emulator added an Enhancements menu where you can change the resolution of those graphical effects, for a smoother effect. The graphical render engine will need to be OpenGL for those to take effect. It won't work on games where those effects are done in software instead of the hardware scaling features (like the 3D environment in Asterix & Obelix XXL)
 
===Save formats===
Originally, when saves were implemented, nobody settled on a format, so the Visual Boy Advance devs made their own. Because other emulators often went with raw data, having to exchange different saves caused problems. The original Visual Boy Advance tries to figure out which format a given save is but often fails at it. By explicitly telling the emulator to read it as a specific type using a file called <code>vba-over.ini</code>, VBA complies. VBA-M includes this config file by default, but older revisions like VBA 1.7.2 and VBALink do not.
 
The VBA-Next and VBA-M cores in Libretro have the file baked into the binary so that it can load raw .sav files, but converts the format to its own derivative at exactly 136 KB every time, with save type info contained within the file. This completely avoids the previous issues at the cost of incompatibility with standalone VBA and most others.
 
To solve this incompatibility, Libretro devs created a
[https://github.com/libretro/vbam-libretro/blob/master/src/libretro/gbaconv/gbaconv.c command-line tool] to convert .srm save files made from these cores to raw .sav save data for other emulators. It takes standard input (i.e. just drag and drop the .srm onto the executable) and outputs accordingly. It can also be done in reverse. A 64-bit binary of this tool for Windows can be found
[https://www.mediafire.com/?6bg8ag0bjs1b7ng here].
 
==Connectivity==
There are five different kinds of connectivity, support varying by game:
*Single Pak
*Multi Pak
*Wireless
*GameCube
*Nintendo DS
Purple end in GBA means player 1, while a grey end in GBA means P2, P3, or P4. Daisy-chaining up to three cables will set up the additional P3 and P4 by connecting the purple end to a purple midsection.<ref>https://www.nintendo.com/consumer/downloads/agblink.pdf</ref>
{| class="wikitable" style="text-align:center;"
|-
! scope="col"|Name
! scope="col"|Platform(s)Latest Version! scope="col"|Supported VersionProject64! scope="col"|Single PakMupen64Plus! scope="col"|Multi PakLibretro! scope="col"|WirelessHLE! scope="col"|GameCubeLLE! scope="col"|Nintendo DS|-!colspan="8"|PC / x86|-|[[mGBA]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[https://mgba.io/downloads.html {{MGBAVer}}Recommended]|{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✗}}
|-
|[[VisualBoy Advance#VBA-M|VBA-M]]|align!colspan=left|{{Icon|Windows|Linux|macOS|FreeBSD}}||[https://github.com/visualboyadvance-m/visualboyadvance-m/releases {{VBAMVer}}]|{{✗}} ||{{✓}} ||{{✗}} ||{{✓}} |"13"|{{✗}}Video Plugins
|-
|[[No$|No$GBA]]|align=left|{{Icon|Windows|DOS}}ParaLLEl-RDP||[httphttps://problemkaputtgithub.decom/gba.htm {{No$GBAVer}}Themaister/parallel-rdp git]|{{✓}} ||{{✓}} ||{{}} ||{{✗}} ||{{✗}}|-|[[DeSmuME]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://ci.appveyor.com/project/zeromus/desmume {{DeSmuMEVer}}]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}|}===GBA Multi Pak Link Multiplayer (1~4GBA)===;VBA-M: This doesn't work with old VBA versions.:Just disable "Pause when Inactive", configure all four Joypads each with their own button layout, enable "Link, Enable GBA Link". Now open VBA-M again as many times needed for each player, and have them each use their separate Joypad configuration. Each player will have a separate SRAM save file.;VBA Link + e-Reader:Useful if you want to use the Pokémon Battle-eCards. Downloads and instructions reside [http://projectpokemon.org/forums/showthread.php?42433-RELEASE-VBA-LINK-E-READER here].;mGBA:Select "New multiplayer window" from the menu. As you load your ROMs into each window, "Player [X] of [Y]" will appear across the title bar. This can be done for up to four players. However, multiple instances of the same ROM will share a save file.;No$GBA:Set the number of Emulated Gameboys in the Emulation setting to be 2 or more, and the Link Gamepaks Options to Gamepak in all GBAs. ===GBA Wireless Multiplayer===The [[Wikipedia:Game Boy Advance Wireless Adapter|wireless adapter]] has the ability to connect five players<ref>https://www.nintendo.com/consumer/downloads/agbwireless_trilingual.pdf</ref> to each other and includes its own software to download a subset of another player's game that runs when no cartridge is inserted. ''Pokémon Fire Red'' and ''Leaf Green'' came bundled with this accessory but it can also work with ''Pokémon Emerald'' and the ''Classic NES Series''. No emulator has currently implemented this add-on. The only project whose developers put this on its roadmap is [[mGBA]]. ===GameCube Connectivity===The Game Boy Advance can also connect to the GameCube.<ref>https://www.nintendo.com/consumer/downloads/agbgcncable.pdf</ref> e-Reader functionality with GC games has now been emulated thanks to mGBA. [[Dolphin]] supports connectivity through rudimentary joybus emulation made in parallel with VBA-M. Because this emulator has fallen behind, the feature was recently added to [[mGBA]], a more accurate emulator. They showcased early higan support in a video, but nothing has been released as of yet. ====Dolphin/mGBA or VBA-M====:''Requires mGBA 0.9.0 or newer or VBA-M r947 or newer.'' * Reduce your volume. You won't want it to be high, especially with headphones.* Open Dolphin and mGBA/VBA-M. Make sure neither are blocked by your firmware.* In Dolphin, launch the game and navigate to the area where you're asked to connect the GBA. Then, under the controller options, assign the GameCube controllers as "GBA" for whichever you need.* If you are using mGBA, open up the File menu, and click Connect to Dolphin. * In the dialog box that appears, press Connect. mGBA will boot up the GBA BIOS if no rom has been selected.* If you are using VBA-M, uncheck Pause When Inactive in Options > Emulator. Then, under Options > Link > Joybus Options, Make sure to "Enable Joybus Connection" is on and set "IP/Hostname" to use default settings, that is <code>127.0.0.1</code> or <code>localhost</code>.* Dolphin will freeze.* Open the GBA BIOS in VBA-M as if it were a regular GBA ROM. The regular splash screen will stutter a bit.* In either emulator, Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA was connected.* To connect other units, open another emulator instance and repeat its process. Notable games that work:*[https://wiki.dolphin-emu.org/index.php?title=The_Legend_of_Zelda:_Four_Swords_Adventures The Legend of Zelda Four Swords Adventures]: Both two modes are available for the US/PAL version work. The third Japan-only Navi Trackers mode works as well, but the game crashes after the naming screen due to a bug in the GC/GBA connectivity.*[https://wiki.dolphin-emu.org/index.php?title=Final_Fantasy_Crystal_Chronicles Final Fantasy Crystal Chronicles]*[https://wiki.dolphin-emu.org/index.php?title=Billy_Hatcher_and_the_Giant_Egg Billy Hatcher and the Giant Egg]: You can download games to your GBA. Amusingly, a RAM dump from VBA-M can be opened as a functional GBA ROM.*[https://wiki.dolphin-emu.org/index.php?title=Kururin_Squash! Kururin Squash!]*[https://wiki.dolphin-emu.org/index.php?title=Sonic_Adventure_2:_Battle Sonic Adventure 2: Battle] (buggy) Notable games that don't:*[https://wiki.dolphin-emu.org/index.php?title=Mr_Driller:_Drill_Land Mr. Driller: Drill Land]*lots more ===GBA/DS Connectivity===:''Main section: [[Nintendo_DS_emulators#GBA.2FDS_Connectivity|Nintendo DS § GBA/DS Connectivity]]'' ===e-Reader===:''Main page: [[GBA e-Reader emulators]]''This device can read content off e-Card paper stripes either as standalone content, or additional content to GBA/GC games. Can be thought of as DLC. ==Special Hardware==Emulation of these is spotty, apart from GBE+, which supports almost all GBA peripherals. {| class="wikitable" style="text-align:center; vertical-align:middle;"|- style="font-weight:bold;"! Name! GBE+! mGBA! VBA-M! No$GBA! My Boy!
|-
| Solar SensorGLideN64|[https://github.com/gonetz/GLideN64/releases/tag/github-actions github-actions]|{{✓}}| {{✓}}| {{✓}}| {{✓}}| {{✓}}| {{✓}}
|-
| Motion ControlAngrylion RDP Plus|[https://github.com/ata4/angrylion-rdp-plus/releases/tag/v1.6 1.6]| {{}}| {{~}}| {{~}}| {{✗}}|{{✓}}| {{✓}}
|-
| Battle Chip GateGlide64|Final|{{✓}}| {{✓}}| {{✓}}| {{}}| {{✗}}| {{~}}
|-
| Soul Doll AdapterJabo's Direct3D8|1.7.0.57-ver5| {{✓}}| {{}}| {{✗}}| {{✓}}|{{✓}}| {{✗}}
|-
| Multi Plust On SystemRice Video|0.4.4| {{✓}}| {{}}| {{✓}}|{{✓}}| {{✗}}| {{✗}}
|-
| Turbo File AdvanceglN64|0.4.1| {{✓}}| {{✗}}| {{✓}}|{{✓}}| {{✗}}| {{✗}}
|-
| Power Antenna & Bug Sensorz64gl|R17|{{✓}}| {{✓}}| {{✗}}| {{✗}}| {{}}| {{✗}}
|-
| Angrylion (Official Nintendo Infrared Adapter)|r114| {{✓}}| {{✗}}| {{✗}}| {{✗}}|{{✓}}| {{✗}}
|}
===Solar Sensor=Video======Emulation=Currently Recommended Plugins===This feature has been emulated in mGBA, VBA-M, No$GBA 2.6 onwards, and My Boy!:* mGBA: In the shortcuts editor, shortcuts can be configured to raise/lower the solar level incrementally or to set any particular brightness level. * VBA-M: This emulator uses the keys of the lateral motion controls to change the Solar Sensor levels. You can find those keys and modify them in Options -> Input -> Configure... -> "Special" tab.* No$GBA: Under '''Options/Emulation Setup''', you can find the Solar Sensor Level option. You The following are given the choice between only three brightness levels though: Darkness, 100 Watts, and Bright Sunlight.* My Boy! This emulator uses a button combination or the device's light sensor to check the brightness level. You can change this under Settings -> Input -> Cartridge Features -> "Solar Emulation By" menu. ====ROM Patches====Fixes applied directly to the ROM by various scene release groups to make it compatible with any emulator/flashcard, making the in-game brightness level controllable with L+Left/Right. It's argued this makes for a better experience actually, but sadly not all releases are covered.* '''Boktai 1:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1145 US], <s>EU</s>.* '''Boktai 2:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], <s>US</s>, [http://www.advanscene.com/html/Releases/dbreleases.php?id=1992 EU]. * '''Boktai 3:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=2048 JP Fix].* Combinations of Boktai 4 JP with earlier solar sensors to get solar sensor bonuses aren't emulated yet in any DS emulator. ===Motion Control===VBA-M has an option for Motion controls "Input, Set, Motion". It currently works with all versions of the GBC title Kirby Tilt'n Tumble, which also was a special cartridge with a motion sensor built-in to control movement in-game. But VBA-M does not support motion controls current best video plugins for GBA games yet.====Emulation====* VBA '''doesn't''' emulate this feature, and its "Motion Control" option (with keys mapped to each tilt direction) covers the GBC title Kirby Tilt'n Tumble.* mGBA supposedly includes this feature but key remapping for tilt sensors is not present in the latest builds.* My Boy! uses the device's accelerometer to emulate this feature. You can change the sensitivity under Settings -> Input -> Cartridge Features -> "Motion sensitivity" menu. ====ROM Patches====Fixes applied directly to the ROM (with the Lunar IPS utility, or at runtime using mGBA or VBA-M and naming them the same as the ROM in the same directory) by various scene release groups to make it compatible with any emulator/flashcard. D-Pad controls substituting motion controls don't work as well here as they tilt it "too much" at times to be very playable.* Yoshi Topsy Turvy/Universal Gravitation: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1799 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1947 EU], [http://www.advanscene.com/html/Releases/dbreleases.php?id=2001 US]* WarioWare Twisted! (Patch: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1682 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1979 US]) ===Rumble Feature===There are various rumble features found in GBA/GBC cards:* '''GBC Rumble:''' GBC games which came use on special cartridges with additional hardware for the rumble feature. It was actually used by dozens of releases, modern PCs and some games like Tarzan 2 GBC were programmed to have rumble support but shipped on regular cartridges. Emulated by VBA-M GX (Wii-only), which also cover the dummied-out rumble games. Not emulated anywhere else.* '''GBA Gyro Rumble:''' WarioWare Twisted was shipped on a cart with rumble support. It would rumble when you tilt to one "extreme". Emulated by VBA-M GX (Wii-only, functional), mGBA has this feature but it's not enabled in current builds, * '''GBA Variable Rumble:''' Drill Dozer has rumble support, with variable force and speed depending on the rock type you drill through in-game. Partially emulated by VBA-M GX (Wii-only, functional), mGBA has this feature but it's not enabled in current builds.* '''Game Boy Player Rumble:''' Many regular GBA games, shipped on regular cartridges, enable rumble during gameplay when played on GB Player hardware (which is essentially GBA hardware). These include Super Mario Advance 4, Summon Night Hajimari no Ishi, Mario & Luigi 1, Shikakui Atama wo Marukusuru Advance (both releases), Pokémon Pinball, as well as Drill Dozer which disables its original cartridge rumble scheme and enables this one instead. None of the emulators support this, though it's being under development for the mGBA emulatordevices.
===Turbo [[File Advance===:SuperMario64-Comparison.png|thumb|right|Jabo's Direct3D8 (left) compared with angrylion's RDP with OpenGL (right), while playing ''Super Mario 64''.]]*[https://github.com/Themaister/parallel-rdp ParaLLEl-RDP] - An LLE video plugin based on Angrylion's RDP plugin, ported to run on the GPU through the use of the Vulkan API's compute shaders. Currently considered the best video plugin by most measures. It is just as accurate and compatible as Angrylion's RDP, but much faster. Like most Angrylion forks, it allows disabling of VI features such as anti-aliasing and blur. Unlike the software-rendered Angrylion, however, it also allows a number of enhancements, including hi-res upscaling, resulting in a sharp, high-definition picture while simultaneously retaining accuracy, essentially what the N64 output would look like if the original console could render in HD. It has higher system requirements than the other plugins, however. It requires a GPU with Vulkan support (most GPUs from 2014 onwards are covered) and up-to-date drivers, and upscaling increases the GPU requirements even further, far more than GLideN64. At native resolution, however, a modest PC with Vulkan support can handle it without much issue, even on integrated graphics. Due to its LLE nature, it does not support widescreen hacks or high-res textures - try GLideN64 if you seek to use such features.*[https://github.com/gonetz/GLideN64/ GLideN64] - A hybrid HLE/LLE plugin developed by the maker of Glide64, though its code is actually originally based on gln64 (with combiner hacks from Glide64 and LLE code from z64gl). This is the best HLE plugin by far. The Turbo File Advance was plugin currently supports mip-mapping, emulation of low-level triangles, microcode of every game, gamma correction, flat and prim shading, VI emulation, and LLE graphics (though defaults to HLE). It is the only plugin that has [[Nintendo_64_emulators#High-level_vs._low-level_graphics|implemented HLE support]] of microcodes for every N64 game (including the infamous Factor 5 and BOSS games) to enable fast performance and graphical enhancements. It currently fixes numerous long-standing issues in games and is capable of smoothly emulating advanced framebuffer effects in hardware that Glide64 and Jabo could not. It also supports several enhancements, such as hi-res custom [[Texture_Packs|texture support]], AA and AF, a [[Widescreen_Hack|widescreen hack]], and even some shaders. There is support for an "[[Overscan]]" feature that helps the users to [[Widescreen_Hack#Nintendo_64|remove black borders around a peripheral game's visual output]]. It requires at least OpenGL 3.3 in the latest versions to run, and OpenGL 4.x for some advanced functions, making this plugin more demanding than the GBA which allowed certain games plugins that came before it, though modern GPUs should be ok, even on mobile. It is not without its share of issues to write data this day, however. There are still several HLE bugs left to resolve, and its LLE mode, while much improved over z64gl's, is still not quite as developed as its HLE mode, and some of the plugin's enhancement features are disabled in this mode. Since itis hardware-rendered even in LLE, acting there are issues that may never be quite resolved due to inherent differences between the N64 hardware and the OpenGL API. It is advisable to use this over ParaLLEl-RDP only if you are unable to run the latter in HD at full speed or if further enhancements such as an external memory cardwidescreen hacks and hi-res textures are desired.*[https://github.com/ata4/angrylion-rdp-plus/releases Angrylion RDP Plus] - This is a fork of Angrylion's RDP that supports multithreading. It now uses OpenGL 3.3 and also supports Linux. The multi-threading helps boost performance significantly, but some games are still not full speed even on a Core i7-8700K. This fork has at least one accuracy regression, compared to the official version of Angrylion. It also allows you to disable VI filters. Developed by Sammy CorporationSince it is a CPU-bound, software-rendered plugin, it was has no enhancement options of any kind - what you see is what you get, exactly like on a real N64. Use this only if running a relatively fast CPU and ParaLLEl-RDP does not work with your GPU for whatever reason.*Glide64 - The former best general-use plugin. While it is no longer updated and is far less accurate and compatible with only 2 than the newer offerings, it still has a few use cases, such as better support for older ROM hacks. It works relatively well for many (most?) games, RPG Tsukuru Advance has support for hi-res textures, and Derby Stallion Advanceit is also faster than the newer plugins, which makes it suitable for slower devices such as the older Raspberry Pis. Otherwise, stick to either ParaLLEl-RDP or GLideN64. Note that the version included with Project64 has been renamed to Project64 Video.
GBE+ supports this add-on===Deprecated Plugins===The following video plugins are old and deprecated, and should not be used or considered unless you have a VERY old device that cannot handle the recommended plugins, or there's a very specific use case not covered by modern implementations.
===Power Antenna & Bug Sensor===*Jabo's Direct3D - Comes with Project64, and was once its default video plugin. Very speedy, has built-in AA and AF options, and includes a [[Widescreen_Hack|widescreen hack]]. The Power Antenna & Bug Sensor were small plastic peripherals that interfaced version included with the GBAmost recent versions of Project64 (1.7.0.57-ver5) is somewhat buggy and has regressions, however. [http://www.jabosoft.com/articles/114 Jabo's serial port 1.6.1 patch] is better, though version 1.7 can run in LLE mode, which can help with a few games. Sadly, it will likely never see another update again, and contained LEDs that flashed though it is still included in response Project64 to this day, it is no longer the default, and should not be used unless you have a very old PC.*[http://www.emutalk.net/threads/54166-Rice-Video-Community-version Rice Video] - A fast, highly configurable video plugin once famous for its ability to certain events load [[Texture_Packs|hi-res textures]], making it a popular plugin within Keitai Denjuu Telefang 2the N64 emulation community. The 1964 team at one point annexed it as its official video plugin, renaming it 1964Video. There are many versions and forks of it floating around, either to fix issues or add features. It eventually lost favor to Glide64, which can also load hi-res textures, and its compatibility as a whole is subpar even for an HLE plugin. As such, none of its variations are recommended for general use unless there's a very specific fringe case (such as some really old texture packs or ROM hacks) or you're using a very, very old toaster.*[http://www.emutalk.net/threads/40640-Z64-a-LLE-graphics-plugin z64gl] - A hardware-rendered, low-level plugin developed by ziggy, derived from MAME's N64 driver. It was once notable for being one of the only plugins that could play games without an HLE microcode implementation such as Rogue Squadron. However, it was rather glitchy, had higher system requirements than the HLE plugins, needed an LLE RSP plugin to work (such as the bundled z64 RSP or Project64's RSP plugin set to LLE graphics), and configuration required editing the config file directly. A [https://github.com/purplemarshmallow/z64/tree/angrylion-integration fork] cropped up that aimed at improving it, but it did not go very far. Nowadays, it's obsolete, as GLideN64 can now play every game through HLE (thus subverting z64gl's only supported GBA selling point), and its LLE has been surpassed by Angrylion-derived plugins and even GLideN64's LLE mode.*[https://sourceforge.net/p/angrylions-stuff/code/HEAD/tree/ Official Angrylion RDP] - A software-rendered, hardware-accurate plugin, developed by angrylion (though derived from MAME, much like z64gl). This is the most accurate N64 video plugin in existence, emulating every facet of the N64's RDP precisely and thus making it capable of playing almost every single gamein the N64 library with no issues, fixing even notorious cases such as the ''Pokémon Snap'' red dot and the ''Body Harvest'' bridge. This, however, comes at the cost of insane CPU requirements while making games look like, well, N64 games running on real hardware, which means native resolution, no widescreen, no hi-res textures - just the N64 in its full, vaseline-covered glory. Since this particular version is single-threaded, uses DirectDraw and is Windows only, it is recommended to use Angrylion RDP Plus or ParaLLEl-RDP instead, which offer much more reasonable performance. Only try it out if you have a tricked-out rig and want to test your CPU's mettle.*[http://www.emutalk.net/threads/55481-angrylion-s-Per-Pixel-RDP-with-OpenGL HatCat/angrylion's Pixel-Accurate N64 Plugin] - This is a fork of Angrylion's RDP, done by HatCat. It has some optimizations not present in the official code, but is outdated and lacking some accuracy improvements and optimizations written by Angrylion. It has the option to disable the VI filters (which gives a speed boost), as well as the ability to set custom resolutions. Also, this version uses OpenGL 1.x instead of Direct Draw and supports Linux. Obsoleted by newer forks such as Angrylion RDP Plus.
GBE+ supports this add-on==Audio==This section will only cover the zilmar spec plugins, as Mupen64Plus does not have any alternative audio plugins besides the default, and neither do the libretro forks.
===Official Nintendo Infrared Adapter===*Project64 Audio - The default audio plugin for Project64, apparently loosely based off of code from Mupen64Plus's HLE RSP. Very barebones, with no options to speak off.As *Jabo's DirectSound - Comes with Project64. It works fine for the GBA did most part, but some games may not have native infrared connectivityplay nice with it. It is a low-level plugin, Nintendo released so it needs an accompanying LLE RSP plugin. Will probably never be updated again.*[http://www.emutalk.net/threads/27610-Audio-v0-56-WIP2-Download-Feedback Azimer's HLE Audio] - This popular HLE audio plugin boasts high compatibility. Version 0.56WIP2 is old as hell, but it is the tried and true standard to which audio plugins are compared against. Recently, [https://github.com/Azimer/AziAudio Azimer open sourced his plugin], and there are plans to integrate it into Project64 and eventually replace Jabo's as its official IR adapter called audio plugin. The latest development versions have a few issues, however.*[http://forum.pj64-emu.com/showthread.php?t=3644 Shunyuan's HLE Audio] - An audio plugin, apparently based on 1964Audio and HatCat's RSP plugin. Can run in both LLE and HLE modes despite the AGBname, though the HLE mode just makes it run a baked-006 in version of HatCat's RSP, which makes it not a true HLE plugin. Has been abandoned after charges of just taking others' code without revealing a source. If games run at a weird speed using this plugin, go to restore this functionalitythe ROM's Game Settings, and disable Fixed Audio Timing and Sync using Audio. HoweverDespite its Frankenstein nature, it only saw use in Cyber Drive Zoids: Kiju actually works surprisingly well, although modern development versions of Project64 no Senshi Hyuu longer work with it, apparently due to control specific Zoid toy modelsit depending on a bug that has now been fixed.
GBE==Input==*Jabo's DirectInput - Comes with Project64, but now removed in favor of NRage Input. It isn't too bad, but it may have some compatibility problems with some controllers. Should work just fine with the keyboard if you're one of those masochists who emulates without a controller. Only standard controller emulation with nothing attached to it. As usual, do not expect any updates.*[https://sourceforge.net/projects/nragev20/ NRage Input] - Also comes with Project64 as of version 2.2. Hands down the best input plugin as it is more feature complete than Jabo's DirectInput. Has a ton of options and great controller compatibility, including XInput support for use with Xbox 360 controllers. It can't emulate the microphone that is required by ''Hey You, Pikachu'' or the printer required for the ''Pokémon Snap Station''. It has the ability to emulate Controller Pak (''Mario Kart 64'''s ghost saves), Rumble Pak (''Star Fox 64''), and Transfer Pak (''Pokémon Stadium'' series) functionality fairly well. Version 2.3 of Project64 introduced a version of the plug-in that can emulate the N64's mouse accessory designed for the 64DD to coincide with Project64's newest ability to emulate the 64DD accessory. Surprisingly, ''Mario Artist: Paint Studio'' can use the Japanese ''Game Boy Camera'' (called ''Pocket Camera'') in Transfer Pak mode, but the camera function doesn't work as it displays static, although importing captured images still works technically.*[https://www.raphnet-tech.com/products/raphnetraw/index.php/ Raphnetraw] - This open source plugin allows streamlined use of N64 controller(s) via raphnet [https://www.raphnet-tech.com/products/n64_usb_adapter_gen3/index.php N64-to-USB v3+ adapters]. It supports this addrumble and is available for Project64 and mupen64plus. Also contains various DLLs for special port arrangements [https://www.raphnet.net/programmation/mupen64plus-input-onraphnetraw/index_en.php#4 (link)].
===Figurine Readers=RSP==Some GBA *Zilmar's RSP - Comes with Project64. Very accurate, quite fast in Recompiler mode, and will work fine for every game. The version included in Project64 2.x can work with both LLE and HLE plugins by toggling the relevant options in the Plugins settings menu.*Mupen64 HLE RSP - Comes with Mupen64. A very fast and compatible HLE RSP plugin. Written by Hacktarux and Azimer. Has issues with some games/series had figurine reader add-ons, essentially precursors particularly those using MusyX microcode. MusyX support was later added to the Mupen64Plus version, but those changes have yet to be backported to the likes zilmar-spec version.*z64 RSP plugin pack - Largely deprecated. This set of Skylanders RSP plugins comes with the z64 video plugin, each with their own purpose:**Ziggy-z64RSP - This RSP is based on the MAME/MESS RSP code. It is slower but more accurate.**Ziggy-PJ64 - Based on the Project64 1.4 RSP, this plugin is much faster.**angrylion - This RSP is a simple Interpreter, and Amiibois required for a few games like World Driver Championship to work correctly with z64gl.* '''Soul Doll Adapter''' (Legendz[http://www.emutalk.net/threads/56919-quot-Static-quot-RSP-Interpreter-Plugin "Static" RSP Interpreter] - Made by HatCat and originally released in [http: Island //forum.pj64-emu.com/showthread.php?t=3618 Project64 Forum]. as of the most recent release version, it is not only one of Ordeal/Sign the most accurate RSP plugins, but also one of the fastest if using the SSSE3 version, though zilmar's RSP in Recompiler mode trumps it in speed. It also comes in SSE2 and non-SSE variations in case your PC does not support those instruction sets. It is capable of Nekuromu)working with both HLE and LLE audio and video plugins via the following settings:* '''Multi Plust On System''' (Bouken Yuuki Pluster *Send display lists to the graphics plugin - Check if using an HLE graphics plugin, uncheck if using LLE**Send audio lists to the audio plugin - Check if using an HLE audio plugin, uncheck if using LLE**Force CPU-RSP signals synchronization - Check if playing Gauntlet Legends, WorldDriver Championship, or Stunt Race 64. Only works with Project64 2.x.**Support CPU-RSP semaphore lock - Check to fix issues with Mario no Photopie. Only works with Project64 2.x.*Parallel RSP - A fast and accurate RSP based on the work of [https: Plust Gate/EX/Pluston GP)GBE+ has support for both github.com/Themaister/parallel-rsp Themaister] and is a RSP option mainly used in the Soul Doll Adapter [https://www.libretro.com/index.php/parallel-n64-with-parallel-rsp-dynarec-release-fast-and-accurate-n64-emulation/ Parallel N64 Libretro core] however it is also possible to use it with [[M64p]] and Multi Plust On System, while mGBA supports the Soul Doll Adapter[[RMG]] as a plugin.
==Recommended N64 Setups=Battle Chip Gate===A peripheral device by Capcom and Takara compatible with ''Mega Man Battle Network 4'' (Japanese edition). It can be connected to the Game Boy Advance and allow the player to transmit real-life toy Battle Chips to the NetNavis in the game. It's also compatible with toy Advanced PETs and ''Rockman.EXE 4.5 Real Operation''. It can also unlock minigames in ''Mega Man Zero 3''.
[[mGBA]] ===Project64 and [[GBE+]] support this addOthers===*'''General Use'''**Glide64 2.0.0.1**Shunyuan's HLE Audio (set to LLE)**"Static" RSP Interpreter or Zilmar's RSP**Either of the RSP plugins should be fine for most games. HatCat's RSP is slightly more accurate. However, zilmar's is much faster. Keep in mind that Glide64 2.0.0.1 is the same as Glide64 Final. Glide64 2.0.0.1 is just a merge of Glide64, GlideHQ, and Glitch64 (which of course the final version has) to be one file, but limits you to certain settings that cannot be changed with the emulator.*'''Best Performance'''**Glide64 Final**Azimer's HLE Audio**Zilmar's RSP**Make sure you configure the graphics plugin to show texture enhancement options. Then you'll have an extra tab to change more options. Goto the texture enhancement tab and click on the button that gives the best performance and it should improve framerate once you saved the settings. There's also another button for best texture quality. There's no need to touch the other plugins. Recommended for most emulators.*'''Accuracy'''**angrylion's Pixel-onAccurate N64 Plugin (RDP Plus)**Azimer's Audio NEW**"Static" RSP Interpreter**If you have a decent quad-core CPU, you can run many N64 games with pixel-perfect graphics at full speed, thanks to the new multithreaded version of angrylion's software plugin. The new Azimer's plugin (still WIP) works good in LLE. Since there's almost no visual difference, you may as well use PJ64's RSP to get better performance.
===GlucoboyMupen64Plus===[[Mupen64Plus]] has its own set of plugins which are incompatible with plugins used in other emulators. Here is an overview of recommended setups.* '''Glucoboy:General Use''' An obscure medical peripheral designed to monitor a child**Video: Glide64mk2**RSP: cxd4-ssse3 or Parallel RSP**Glide64mk2 is just Glide64 with additional tweaks and enhancements for use with Mupen64Plus. cxd4 is one of HatCat's blood glucose levels and reward them many names. The cxd4 plugin is a port of his RSP for keeping tabs on their conditionzilmar-spec emulators. No known emulator supports this so farThis appears to be the best combination for use with most games, especially given the niche nature of this accessorythough toasters may have performance issues. Not to mention that [https*'''Best Performance'''**Video: Rice**RSP://assemblergamesrsp-hle**These are Mupen64Plus's default plugins.com/threads/glucoboyRice's Video is a plugin used on other N64 emulators, most known for its support for hi-res [[Texture_Packs|texture packs]], now enhanced for Mupen64plus. It is not quite up to Glide64's level, but it does well enough for-gameboy-many games and is-quite fast. The default RSP plugin appears to be just an enhanced port of vanilla Mupen64's RSP. Use this-combination if you have a lower end PC and can't handle theCommonly Used setup.*'''Accuracy/Rogue Squadron'''**Video: z64 or angrylion's Per-rarestPixel RDP with OpenGL**RSP: cxd4-game-accessoryssse3 or Parallel RSP**z64 is a port of z64gl, a low-level emulation video plugin for-gameboy-advanceN64 emulators. It comes with its own accompanying z64 RSP, but cxd4 (a port of HatCat's RSP Interpreter plugin) appears to be more accurate and very well optimized.41853/page-2 Bayer Healthcare destroyed all unsold stock] making it hard This setup is capable of playing difficult games like Rogue Squadron with very few graphical glitches and faster than on Project64 to findboot.
==References==Note: In some cases the cfg file may not appear, in which case you may do this:{{reflist|2}}*Open terminal in emulator folder on in its respective directory*''mupen64plus --configdir'' /directory/where/you/want/it/to/be
{{Nintendo}}===RetroArch===[[RetroArch]] has two N64 emulator cores: Mupen64Plus-Next and ParaLLEl-N64. The former is up-to-date and is recommended for most use cases, while the latter is no longer updated and is only around for performance reasons.*'''General Use (LLE)'''**Core: Mupen64Plus-Next**Video: ParaLLEl-RDP**RSP: ParaLLEl-RSP*'''General Use (HLE)'''**Core: Mupen64Plus-Next**Video: GLideN64**RSP: HLE*'''Best Performance'''**Core: ParaLLEl-N64**Video: Glide64**RSP: HLE*'''Accuracy'''**Core: Mupen64Plus-Next**Video: Angrylion**RSP: CXD4
[[Category:Consoles]][[Category:Handheld consoles]][[Category:Nintendo consoles]][[Category:Sixth-generation video game consoles]][[Category:Game Boy Advance emulators|*Recommendations]]
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